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7. Looters

RAW ✔️ Source: Necromunda: Ash Wastes Rulebook, originally published in Necromunda: Rulebook (2018)

"If it's not nailed down, grab it I If it is, rip it up then grab it!"
- 'Ripper', Forgeborn, The Wreckin' Crew, House Goliath

In this scenario one gang launches an all-out attack on another in the hopes of stealing some of their stash.

Attacker and Defender

In this scenario, one gang is the attacker and the other is the defender. In a campaign, the player who chose this scenario is the attacker. In a skirmish, players roll off and the winner decides whether they will attack or defend.

Battle Type

This scenario can be played as either a Zone Mortalis, Sector Mechanicus or Ash Wastes battle. If fighting in the ash wastes, vehicles can be included in the attacker's crew and the defender's Reinforcements deck.

Battlefield

Set up the battlefield as described in the Battlefield Set-up section (see page 133).

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up section (see page 134). The attacker uses the Custom Selection (10) method, while the defender uses the Random Selection (D3+4) method. After the defender has randomly selected their starting crew, the rest of their deck is set to one side to form their Reinforcements deck.

Deployment

The defender places up to four Loot caskets anywhere on the battlefield. Then they set up their crew. Each fighter must be within 3" of one of the Loot caskets. The attacker then picks one edge of the battlefield - this is their escape route. They set up their entire crew within 6" of that edge.

Gang Tactics

The attacker can choose two gang tactics from those available to their gang. The defender randomly determines two gang tactics from those available to their gang.

If, during the pre-battle sequence, one player's Gang Rating is less than their opponent's then they may randomly determine an additional gang tactic for each full 100 credits of difference.

Ending the Battle

If either gang has no models left on the battlefield at the end of any round, the battle ends immediately.

Victory

The attacker wins if, at the end of the battle, they have claimed more Loot caskets than are left on the battlefield. Otherwise, the defender wins.

Rewards

Credits

Roll D3 for each Loot casket that was claimed by the attackers, and multiply the results by 10. That many credits are moved from the defender's Stash into the attacker's Stash (note that the attacker's gains cannot exceed the defender's losses).

Experience

Each model that took part in the battle earns 1 XP.

If at least two Loot caskets were claimed by the attackers, their Leader earns 1 XP (regardless of whether they took part in the battle or not).

Reputation

Each gang gains 1 Reputation if this was their first battle against this opponent.

The attackers gain 1 Reputation for each Loot casket that they claimed. The defenders gain 1 Reputation for each Loot casket still on the battlefield when the battle ends. If all four Loot caskets were claimed by the attacker, the defenders lose 2 Reputation; if all four were still on the battlefield, the attackers lose 2 Reputation.

Home Turf Advantage

The defender has the Home Turf Advantage.

Objectives

The attackers are attempting to secure the four Loot caskets and move them off the battlefield via their escape route. The defenders are attempting to stop them. The caskets are valuable, even if they have been opened and converted into an ammo cache - however, if the ammo cache has been exhausted, it cannot be claimed by the attacker. Note that only the four Loot caskets placed by the defender can be claimed; any others that are introduced for any reason cannot be claimed.

Claiming Caskets and Escaping

If one of the four Loot caskets (or ammo caches) is within 1" of the escape route at the start of any End phase, it is claimed and removed from the battlefield. In addition, any attacking models within 1" of the escape route at the start of any End phase can escape (even if they are Seriously Injured or Stationary and Stalled) if the controlling player wishes - they are removed from the battlefield and count as being Out of Action from now on for the purposes of Bottle tests.

If the attacking gang bottles out, they can no longer claim Loot caskets, but fighters can still escape.

Reinforcements

At the start of each End phase, the defender receives Reinforcements. One random model arrives at the start of the first End phase, two at the start of the second End phase, and so on.

Fleeing the Battlefield

If the defender voluntarily bottles out and flees the battlefield, the attacker automatically wins the scenario and may claim all of the Loot caskets.